A Special-ammo Kinetic LFR whose whole job is shields: it ignores elemental matching, deletes any combatant shield in one slug, and carries intrinsic anti-Barrier in the slot. That frees the whole rest of the build to do damage. Run it on Prismatic with Gyrfalcon's: invis off Stylish, Volatile Rounds on emerge, finisher-fed reserve overshields for the fireteam — and a shield-break instantly refills the mag (Genesis). Arbalest answers the one thing your Void weapon can't, so everything else gets to be greedy.
The weapon
Compounding Force (intrinsic): Fires slugs that cause massive damage to combatant shields. Strong against [Shield-Piercing] Barrier Champions.
Catalyst — Genesis:Breaking a combatant's shield with this weapon fills its magazine from reserves. Energy weapons regenerate ammo on hit when matching the damage type to the combatant's shield.
So: one slug pops any shielded combatant's shield regardless of element (no element-match penalty — that's the point of the gun), deals bonus shield damage, and intrinsically stuns Barrier Champions in the Special slot. Genesis then refunds the mag from reserves on every shield break, so the anti-shield duty costs almost no ammo economy. The "Energy weapons regenerate ammo on hit" clause is a fireteam perk — it tops your teammates' matched energy primaries when Arbalest pops the shield for them.
Loadout
Slot
Pick
Why
Subclass
Prismatic Hunter
Mixes Void invis (Gyrfalcon engine) with Solar/Stasis verbs; Arbalest is Kinetic so it doesn't fight the subclass element.
Super
Shadowshot: Deadfall
Suppress + 35% weaken on the pack; team debuff that multiplies the slug and every gun. (Golden Gun if you want single-target.)
Class ability
Gambler's Dodge
Melee energy on dodge; chains with Vanishing Step for on-demand invis → emerge → Volatile.
Melee
Withering Blade (Stasis) or Snare Bomb (Void)
Snare Bomb gives a second invis source + smoke; Withering Blade slows/freezes for the shatter side.
Grenade
Magnetic Grenade
Attaches + double-detonates a priority; Void grenade feeds Facet of Bravery → Volatile.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight. Volatile/weaken/scorch are everywhere here, so invis is near-permanent.
Aspect 2
Ascension
Airborne class-ability cast → amplify allies + jolt + a burst; the Arc add-clear and "make me a finisher" enabler between Arbalest shots. (Swap to Winter's Shroud for a Stasis slow-loop variant.)
Fragments
Facet of Braverygrenade kills → Volatile Rounds for Void weapons — arms the Gyrfalcon loop without needing to emerge
Facet of CourageArc/Solar/Void abilities hit Darkness-debuffed harder — synergises with weaken
Facet of ProtectionDR while surrounded — GM survivability
Facet of Dawn (powered-melee Radiant for a personal damage bump). Drop one if cost overruns; Bravery + Protection are the non-negotiables
Exotic armour — Gyrfalcon's Hauberk (Chest)
See Me, Feel Me:Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability.
The pairing logic: Gyrfalcon wants you invisible and finishing. Stylish Executioner + Vanishing Step/Snare Bomb keep invis up; any debuffed kill resets it. Arbalest is the safety valve that lets you commit to the invis-finisher rhythm — when a shielded major or a Barrier champion walls the loop, you don't break tempo hunting an element-matched gun, you just slug it, the shield pops, Genesis refills, and you're back to finishing for the team overshield.
Why this works (the mechanics)
Arbalest solves the one problem Prismatic invis can't. A shielded combatant or a Barrier champion is exactly what stops a finisher loop. Arbalest one-shots any shield with no element-match tax and stuns Barrier intrinsically, so the slot never goes dead — the rest of the kit stays free for damage.
Genesis makes the anti-shield role ammo-neutral. Every shield break refills the mag from reserves. You can clear a room of shielded acolytes/ knights without ever reloading, which is why Arbalest doubles as add-clear, not just a champion tool.
The invis engine is self-sustaining off debuffs you already make. Volatile (Bravery + Gyrfalcon), weaken (Deadfall/Snare), scorch (Ascension-adjacent) all count as "elemental debuff" for Stylish → invis → emerge → Volatile Rounds → more debuffed kills → invis. Arbalest's downtime is the invis window.
Finisher → fireteam overshield is the GM payoff. Invisible finisher kills hand reserve overshields and improved class-regen to the whole team, deployable on dodge. Arbalest keeps you alive long enough to get the finisher off by neutralising shielded threats before they punish you.
Champion coverage is split cleanly. Arbalest = Barrier (intrinsic, no mod). That lets the artifact + a second weapon cover Unstoppable/Overload, instead of spending the Barrier slot. One exotic frees an entire champion lane.
Deadfall multiplies the slug. 35% weaken is a debuff-bucket multiplier on top of Arbalest's already-high LFR per-shot — a tethered Barrier champion eats a weaken-boosted slug to the face.
Stats & mods
Weapons 100+ → Health 100 → Class 100+ → Super. Weapons for the slug's PvE damage and your Void primary; Class to keep Gambler's Dodge (the invis trigger) charged; Health for GM durability under the reserve overshield.
Mods by piece:
Helmet: Heavy Ammo Finder + Harmonic Siphon (Orbs off Void kills) + Hands-On (Super on melee).
Gauntlets: Special Ammo Finisher (feeds Arbalest reserves) + Loader for your LFR + Melee Font.
Chest: Arc/Solar/Void Resistance (flat DR under the overshield) — GM staple.
Boots: Linear Fusion Rifle Loader/Scavenger + Kinetic Weapon Surge ×2 (≈+17% straight onto Arbalest's slug) + Orbs of Restoration.
Class item: Powerful Attraction (dodge vacuums orbs) + Bomber + Class Font.
Stat tuning: +Weapons/−Super and +Class/−Super; Super is the dump stat since Deadfall is a debuff tool you cast on cooldown, not your damage source.
Where it shines
Grandmaster Nightfalls / −40 content: the canonical Arbalest home. Barrier intrinsic in the Special slot, instant shield-strip on the shielded majors that define GM rooms, and the Gyrfalcon invis/overshield layer for survivability.
Champion coverage:Barrier — intrinsic on Arbalest (no mod, no element match). Pair a second weapon (or artifact mod) for Unstoppable and Overload; Deadfall's suppress also neuters Overload behaviour and locks down ability-spam elites. Verify the current 9.7.0 artifact for the exact Unstoppable/Overload sources before locking the other two slots.
Shielded-add density (Vex, Cabal, Scorn): Genesis turns Arbalest into a no-reload shield shredder, not just a champion gun.
The other two weapon slots
Energy — a Void primary (Pulse/SMG/HC): drives Gyrfalcon's Volatile Rounds on emerge and is your sustained add-clear between Arbalest slugs. Volatile from the chest + Bravery means it chains kills → keeps Stylish invis rolling.
Heavy — Machine Gun or a heavy-burst Rocket/GL carrying Unstoppable (or whatever the artifact grants), so Arbalest (Barrier) + Heavy (Unstoppable) + artifact (Overload) is full champion coverage without spending an exotic.